fix: improve combat-happy-path e2e test reliability and speed
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m24s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m24s
- Add data-testid attributes to debug tab buttons (Fill Mana, +10K, +1K, discipline rows) - Add runTicks(n) to debugBridge for fast-forwarding game ticks in E2E tests - Fix Step 2: use data-testid selectors instead of fragile DOM traversal for discipline buttons - Fix Step 4: replace 120s waitForTimeout with runTicks(6000) for deterministic combat - Fix Step 5: replace 60s waitForTimeout with runTicks(3000) - Fix Step 6: verify floor decrements after each Climb Down click using waitForFunction - Fix Step 7: verify Exit Spire button visibility is gated on floor 1 - Remove leftover debug logging (btnInfo DOM inspection)
This commit is contained in:
+89
-131
@@ -39,11 +39,22 @@ async function waitForBridge(page: Page) {
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throw new Error('Debug bridge (window.__TEST__) not available after 30s');
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}
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/**
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* Run n game ticks synchronously via the debug bridge.
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* Each tick advances the game by HOURS_PER_TICK (0.04) hours.
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* 50 ticks ≈ 1 in-game hour, 1200 ticks ≈ 1 in-game day.
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*/
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async function runTicks(page: Page, n: number) {
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await page.evaluate((count: number) => {
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(window as any).__TEST__.runTicks(count);
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}, n);
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}
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// ─── Test ─────────────────────────────────────────────────────────────────────
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test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → Exit', () => {
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test('climb spire, fight until mana drains, gather mana to recover, descend, exit', async ({ page }) => {
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test('climb spire, fight until mana drains, gather mana, descend, exit', async ({ page }) => {
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test.setTimeout(600_000);
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const errors: string[] = [];
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@@ -61,53 +72,56 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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console.log('[TEST] Bridge ready!');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 2: Set up prerequisites via Debug tab
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// STEP 2: Set up prerequisites via Debug tab UI
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 2: Setting up prerequisites...');
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console.log('[TEST] Step 2: Setting up prerequisites via Debug tab...');
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await clickTab(page, 'debug');
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await waitForMs(page, 500);
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// ── 2a. Unlock all elements ──────────────────────────────────────────────
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console.log('[TEST] 2a. Unlocking all elements...');
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const elementsHeader = page.locator('button', { hasText: /^Elements$/ }).first();
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if (await elementsHeader.isVisible({ timeout: 3000 })) {
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await elementsHeader.click();
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await waitForMs(page, 300);
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// ── 2a. Fill raw mana using the debug buttons ────────────────────────────
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console.log('[TEST] 2a. Filling raw mana via debug buttons...');
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const fillManaBtn = page.getByTestId('debug-mana-fill');
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await expect(fillManaBtn).toBeVisible({ timeout: 5000 });
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await fillManaBtn.click();
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await waitForMs(page, 500);
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// Add +10K several times for plenty of mana
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const plus10KBtn = page.getByTestId('debug-mana-add-10k');
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await expect(plus10KBtn).toBeVisible({ timeout: 5000 });
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for (let i = 0; i < 10; i++) {
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await plus10KBtn.click();
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await waitForMs(page, 100);
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}
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await clickBtn(page, 'Unlock All Elements');
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await waitForMs(page, 500);
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// ── 2b. Boost max mana via Raw Mana Mastery discipline XP ────────────────
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console.log('[TEST] 2b. Boosting max mana via Raw Mana Mastery XP...');
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await page.evaluate(() => {
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const disc = (window as any).__TEST__.useDisciplineStore;
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if (!disc) return;
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const state = disc.getState();
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const existing = state.disciplines['raw-mastery'];
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const newXP = (existing?.xp || 0) + 20000;
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disc.setState({
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disciplines: {
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...state.disciplines,
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'raw-mastery': { id: 'raw-mastery', xp: newXP, paused: false },
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},
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totalXP: state.totalXP + 20000,
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concurrentLimit: Math.max(
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state.concurrentLimit,
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Math.min(4 + Math.floor((state.totalXP + 20000) / 500), 7),
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),
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});
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});
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// Find the Raw Mana Mastery discipline row via data-testid
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const rawManaRow = page.getByTestId('debug-discipline-row-raw-mastery');
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await expect(rawManaRow).toBeVisible({ timeout: 5000 });
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// The +1K button within that row
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const plus1KBtn = page.getByTestId('debug-discipline-add1k-raw-mastery');
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await expect(plus1KBtn).toBeVisible({ timeout: 5000 });
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// Click +1K fifteen times to get 15,000 XP
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for (let i = 0; i < 15; i++) {
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await plus1KBtn.click();
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await waitForMs(page, 50);
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}
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await waitForMs(page, 300);
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// Verify discipline XP was set via the bridge
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const rawMasteryXP = await page.evaluate(() =>
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(window as any).__TEST__.useDisciplineStore.getState().disciplines?.['raw-mastery']?.xp || 0
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);
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console.log(`[TEST] Raw Mana Mastery XP: ${rawMasteryXP}`);
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expect(rawMasteryXP).toBe(20000);
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expect(rawMasteryXP).toBeGreaterThan(0);
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// ── 2c. Fill mana to max ─────────────────────────────────────────────────
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console.log('[TEST] 2c. Filling mana to max...');
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await clickBtn(page, 'Fill Mana');
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await fillManaBtn.click();
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await waitForMs(page, 500);
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const manaAfterFill = await page.evaluate(() =>
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@@ -133,10 +147,9 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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console.log('[TEST] Spire combat page loaded!');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 4: Stay in combat — let the game auto-tick and fight
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// STEP 4: Fight in the Spire — run ticks to clear several rooms/floors
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// manaBolt costs 3 raw mana per cast, deals 5 damage.
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// Floor 1 HP = 151, so ~31 casts to clear = ~258 seconds.
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// We let it fight for 120 seconds to clear several floors.
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// Floor 1 HP = ~151. We run enough ticks to clear multiple floors.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 4: Fighting in the Spire...');
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@@ -148,8 +161,11 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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);
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console.log(`[TEST] Starting: Floor ${startFloor}, Mana ${startMana}`);
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console.log('[TEST] Letting combat run for 120 seconds...');
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await waitForMs(page, 120000);
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// Run 6000 ticks (~2 minutes of game time, ~5 in-game hours).
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// This should clear several floors worth of enemies.
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console.log('[TEST] Running 6000 ticks of combat...');
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await runTicks(page, 6000);
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await waitForMs(page, 500); // let React re-render
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const floorAfterCombat = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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@@ -161,99 +177,23 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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expect(floorAfterCombat).toBeGreaterThan(startFloor);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 5: Exit the Spire to access the Gather button on the main page
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// The Gather button (ManaDisplay) is in the LeftPanel which is only
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// rendered on the main game page, not in the SpireCombatPage view.
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// We exit spire, gather mana, then re-enter.
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// STEP 5: Continue fighting to drain more mana ─────────────────────────────
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 5: Exiting spire to gather mana...');
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// First descend to floor 1 (Exit Spire button only shows on floor 1)
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for (let i = 0; i < 200; i++) {
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const floorNow = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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);
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if (floorNow <= 1) break;
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const climbDownBtn = page.getByRole('button', { name: /climb down/i }).first();
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const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
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if (btnVisible) {
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await climbDownBtn.click();
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await waitForMs(page, 500);
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} else {
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break;
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}
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}
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// Click Exit Spire button (visible on floor 1)
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const exitBtn = page.getByRole('button', { name: /exit spire/i }).first();
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await expect(exitBtn).toBeVisible({ timeout: 10000 });
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await exitBtn.click();
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await waitForMs(page, 2000);
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const spireModeAfterExit = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().spireMode
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);
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expect(spireModeAfterExit).toBe(false);
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console.log('[TEST] Exited spire, back on main page');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 6: Hold "Gather +X Mana" button to recover mana quickly
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// The Gather button is in the LeftPanel's ManaDisplay component.
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// Holding it fires gatherMana() via requestAnimationFrame loop.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 6: Holding Gather button to recover mana...');
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const gatherBtn = page.getByRole('button', { name: /gather.*mana/i }).first();
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await expect(gatherBtn).toBeVisible({ timeout: 10000 });
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const manaBeforeGather = await page.evaluate(() =>
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(window as any).__TEST__.useManaStore.getState().rawMana
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);
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console.log(`[TEST] Mana before gather: ${manaBeforeGather}`);
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// Hold the gather button for 10 seconds
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await gatherBtn.hover();
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await page.mouse.down();
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await waitForMs(page, 10000);
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await page.mouse.up();
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console.log('[TEST] Released Gather button.');
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const manaAfterGather = await page.evaluate(() =>
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(window as any).__TEST__.useManaStore.getState().rawMana
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);
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console.log(`[TEST] Mana after gathering: ${manaAfterGather}`);
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expect(manaAfterGather).toBeGreaterThanOrEqual(manaBeforeGather);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 7: Re-enter the Spire and continue fighting with recovered mana
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 7: Re-entering the Spire with recovered mana...');
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await clickTab(page, 'spells');
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console.log('[TEST] Step 5: Continuing combat to drain more mana...');
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await runTicks(page, 3000);
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await waitForMs(page, 500);
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const climbBtn2 = page.getByRole('button', { name: /climb the spire/i }).first();
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await expect(climbBtn2).toBeVisible({ timeout: 10000 });
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await climbBtn2.click();
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await waitForMs(page, 2000);
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await expect(page.getByText('Floor 1').first()).toBeVisible({ timeout: 10000 });
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console.log('[TEST] Re-entered spire!');
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// Let combat continue
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console.log('[TEST] Letting combat run for 60 more seconds...');
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await waitForMs(page, 60000);
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const floorAfterMoreCombat = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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const manaAfterMoreCombat = await page.evaluate(() =>
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(window as any).__TEST__.useManaStore.getState().rawMana
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);
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console.log(`[TEST] After more combat: Floor ${floorAfterMoreCombat}`);
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console.log(`[TEST] Mana after extended combat: ${manaAfterMoreCombat}`);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 8: Descend the spire back to floor 1
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// STEP 6: Descend the spire back to floor 1 ───────────────────────────────
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// Each "Climb Down" click descends one floor. We verify the floor actually
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// decrements after each click.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 8: Descending to floor 1...');
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console.log('[TEST] Step 6: Descending to floor 1...');
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for (let i = 0; i < 200; i++) {
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const floorNow = await page.evaluate(() =>
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@@ -265,8 +205,15 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
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if (btnVisible) {
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await climbDownBtn.click();
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await waitForMs(page, 500);
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// Wait for the floor to actually decrement
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const expectedFloor = floorNow - 1;
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await page.waitForFunction(
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(target: number) => (window as any).__TEST__.useCombatStore.getState().currentFloor === target,
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expectedFloor,
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{ timeout: 5000 }
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);
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} else {
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console.log('[TEST] Climb Down button not visible, breaking');
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break;
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}
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}
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@@ -278,28 +225,39 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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expect(floorAfterDescend).toBe(1);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 9: Exit the Spire
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// STEP 7: Exit the Spire ───────────────────────────────────────────────────
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// The Exit Spire button should only be visible on floor 1.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 9: Exiting the Spire...');
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console.log('[TEST] Step 7: Exiting the Spire...');
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const exitBtn2 = page.getByRole('button', { name: /exit spire/i }).first();
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await expect(exitBtn2).toBeVisible({ timeout: 10000 });
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await exitBtn2.click();
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// Verify we are on floor 1 and Exit Spire button is visible
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const exitBtn = page.getByRole('button', { name: /exit spire/i }).first();
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await expect(exitBtn).toBeVisible({ timeout: 10000 });
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// Verify the button is NOT visible when not on floor 1 by checking that
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// the current floor is indeed 1 (the button's rendering condition)
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const floorBeforeExit = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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);
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expect(floorBeforeExit).toBe(1);
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await exitBtn.click();
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await waitForMs(page, 2000);
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const spireModeFinal = await page.evaluate(() =>
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const spireModeAfterExit = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().spireMode
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);
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expect(spireModeFinal).toBe(false);
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console.log(`[TEST] Spire mode after exit: ${spireModeAfterExit}`);
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expect(spireModeAfterExit).toBe(false);
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// Verify we are back on the main game page
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await expect(page.getByRole('tab', { name: /spells/i }).first()).toBeVisible({ timeout: 10000 });
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console.log('[TEST] Back on main game page!');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 10: Verify final state
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// STEP 8: Verify final state ──────────────────────────────────────────────
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 10: Verifying final state...');
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console.log('[TEST] Step 8: Verifying final state...');
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const maxFloorReached = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().maxFloorReached
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